Tomb of Xagyg: Solo Dungeon & Dragons Adventure
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- King
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I remember there were rules in these editions for jamming the trap with pitons/a dagger or something. I mean, I think we're a bit stupid for not remember the solution, but very few of us face regular life-threatening pit traps.Thaluikhain wrote: (I half expect there's a really, really simple way of getting round this and Ancient History thinks were really stupid for not thinking of it)
- Ancient History
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(Since most people want to see where the Eastern door from Room 1 goes)
Gorman and Urlik retrace their steps to Room #1, and open the Eastern door, revealing...
Room #11
The light from the torch shows a room about twenty feet square on a side. The dwarf can see no other exits. There is a harsh chittering...something long and sleek skitters about the room, agitated by the bright light. The light of the torch flickers off dark fur, gleaming fangs, wicked claws...
Gorman has disturbed a nest of giant weasels!
Gorman and Urlik retrace their steps to Room #1, and open the Eastern door, revealing...
Room #11
The light from the torch shows a room about twenty feet square on a side. The dwarf can see no other exits. There is a harsh chittering...something long and sleek skitters about the room, agitated by the bright light. The light of the torch flickers off dark fur, gleaming fangs, wicked claws...
Gorman has disturbed a nest of giant weasels!
- angelfromanotherpin
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- Ancient History
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- angelfromanotherpin
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Giant weasels are not a joke. They hit hard and soak punishment. OTOH, their pelts are super-val (probably enough to level us), and we have an ally who's literally immortal to claws and fills the entire doorway. Give him right of refusal.
"If you want to try new meat, I'll have your back, but you'll have to take point. If you're willing to wait, we might find easier chow elsewhere."
Then sure, let's try to close that Room 2 loop.
"If you want to try new meat, I'll have your back, but you'll have to take point. If you're willing to wait, we might find easier chow elsewhere."
Then sure, let's try to close that Room 2 loop.
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Urlik grunts and scratches himself. "Prefer the taste of two-legs anyway."
Room 2
The door opens to a larger room - still square, but 40 feet on each side. Holding the flickering torch high, Morgan can see four exits - one on the opposite wall (North), one on the left wall (West), one on the right wall (East), and another door on the same wall (South).
By the southern door are the corpses of men and goblins, much-eaten by rats.
Gorman opens the eastern door - and perceives that it opens into a corridor running north and south.
Room 2
The door opens to a larger room - still square, but 40 feet on each side. Holding the flickering torch high, Morgan can see four exits - one on the opposite wall (North), one on the left wall (West), one on the right wall (East), and another door on the same wall (South).
By the southern door are the corpses of men and goblins, much-eaten by rats.
Gorman opens the eastern door - and perceives that it opens into a corridor running north and south.
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- King
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- Ancient History
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- Joined: Wed Aug 18, 2010 12:57 pm
- Ancient History
- Serious Badass
- Posts: 12708
- Joined: Wed Aug 18, 2010 12:57 pm
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- King
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- angelfromanotherpin
- Overlord
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- Joined: Fri Mar 07, 2008 7:54 pm
- Ancient History
- Serious Badass
- Posts: 12708
- Joined: Wed Aug 18, 2010 12:57 pm
- Ancient History
- Serious Badass
- Posts: 12708
- Joined: Wed Aug 18, 2010 12:57 pm
- Ancient History
- Serious Badass
- Posts: 12708
- Joined: Wed Aug 18, 2010 12:57 pm